NARUTO SHIPPUDEN Ultimate Ninja STORM Revolution
NARUTO SHIPPUDEN Ultimate Ninja STORM Revolution is a Xbox 360 fighting game released in 2014 developed by CyberConnect2. It centers on move inputs, offense-defense reads, and character matchups, with controls and information arranged around the Xbox 360 wired or wireless controller's twin sticks, analog triggers, directional pad, and face buttons.
- AI score · out of 10
- 7.5 / 10
About this game
NARUTO SHIPPUDEN Ultimate Ninja STORM Revolution is a Xbox 360 fighting game centered on move inputs, offense-defense reads, and character matchups. Short bouts use character differences and rising difficulty for variety, with progress divided into stages, tasks, matches, or growth milestones that make immediate goals understandable. Its value depends on whether these rules continue to create judgment and room for mastery rather than on length, sales, or series recognition. Short campaigns are judged by repeat-challenge value, while longer ones are judged by variety, pacing, and recovery after failure. Animation, hit feedback, and readable arenas create match tension, while HD video, DVD streaming, surround audio, HDD installs, and television-distance interfaces need to keep action, state, and text readable. The genre-specific limitation is that button mapping, move recognition, multiplayer accessories, and cpu behavior can affect balance. Platform conditions also include disc and HDD installation, storage devices, controller batteries, video connections, resolution and frame rate, Kinect space and calibration, and retired online services affect the current release. This description covers only this platform release and does not import features or conveniences from remasters, emulators, or other console editions.
Collected in series
Naruto’s game adaptations bring the manga and anime’s ninja world into fighting, story adventures and team combat. Different branches put the emphasis on spectacular jutsu, recognizable rivalries or coordinating with other players across an arena.
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Xbox 360AI review
AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:
Team choices and chakra management sustain energetic combat, but the tournament lacks the dramatic progression of a full story.
Team choices and chakra management sustain energetic combat, but the tournament lacks the dramatic progression of a full story. Arena fights combine spacing, chakra and support characters; counters cost chakra and visibly telegraph their stance. Accessible combinations gain useful tactical context from resources and defensive reading, although the three fighting styles do not always feel distinct. The modes sustain repeated battles, but thin character progression leaves the central campaign less compelling than its variety suggests. Recognizable performances capture the anime's energy convincingly, making spectacle a major strength without substituting for meaningful campaign development. Practice makes learning manageable, while the documented waiting interrupts consecutive fights; historical connectivity is not treated as a current benefit. Naruto fans interested in character matchups and team practice.
Strengths
- Arena fights combine spacing, chakra and support characters; counters cost chakra and visibly telegraph their stance.
- Special moves use particle effects, dialogue and close camera angles across a substantial cast.
Weaknesses
- The tournament repeats activities regardless of the selected character.
Who it is for: Naruto fans interested in character matchups and team practice.
Play notes: The assessment centers on Xbox 360 offline play and does not promise current matchmaking.
View scoring basis
| Dimension | Review state | Score | Weight |
|---|---|---|---|
| Dimension The modes sustain repeated battles, but thin character progression leaves the central campaign less compelling than its variety suggests. | Reviewed | 6.8 / 10 | Not provided |
| Dimension Accessible combinations gain useful tactical context from resources and defensive reading, although the three fighting styles do not always feel distinct. | Reviewed | 7.8 / 10 | Not provided |
| Dimension Recognizable performances capture the anime's energy convincingly, making spectacle a major strength without substituting for meaningful campaign development. | Reviewed | 8.3 / 10 | Not provided |
| Dimension Practice makes learning manageable, while the documented waiting interrupts consecutive fights; historical connectivity is not treated as a current benefit. | Reviewed | 7.0 / 10 | Not provided |
Review sources
Not provided
Core information
- Developer
- CyberConnect2
- Publisher
- Bandai Namco
- Release date
- 2014
- Platforms
- Xbox 360
- Content kind
- Game
- Release state
- Released
- Region
- Worldwide
- Official website
- Not provided
- Offline minimum players
- Not provided
- Offline maximum players
- Not provided
- Online minimum players
- Not provided
- Online maximum players
- Not provided
- Categories
- Fighting · Primary genreAdventure
- Tags
- Main Story Under 10 HoursMelee CombatReal-time CombatPlayer versus Player3D GraphicsReplayableSolo-friendlyShort SessionsCombosFast-pacedAnime Style
- Supported game languages
- Not provided
- Requires base game
- Not provided
- Standalone
- Not provided
- Age ratings
- Not provided
- Play modes
- Single playerMultiplayer
- Perspectives
- Third person
Release editions
- Xbox 360Worldwide2014
Game gallery
Sources
Not provided